Machbarkeitsstudie zur Abschätzung der Nutzungsmöglichkeiten von Gebädenavataren
Ein Avatar ist eine künstliche Figur in einer virtuellen Welt. Avatare könnten eingesetzt werden, um dynamische Texte von Internetseiten
automatisch in Gebärdensprache übersetzen zu lassen. Dies könnte eine erfolgversprechende, langfristige Lösung sein, um Internetangebote
für gehörlose Menschen barrierefrei zu gestalten. Bisher liegt die Verständlichkeit von Avataren jedoch nur bei ca. 60%. Bei einer
verbesserten Verständlichkeit könnten die Einsatzmöglichkeiten von Gebärdenavataren zusätzlich ausgeweitet werden.
Weitere mögliche Einsatzgebiete von Avataren könnten sein:
Helfer bei Alltagssituationen (wie Zahnarztbesuch)
Jobsuche
Hilfe bei Wohnungssuche
In unserer Machbarkeistudie möchten wir eine kritische Bestandsaufnahme machen und mögliche technische Entwicklungen zusammenfassen.
Dadurch sollen die Möglichkeiten und Grenzen des Einsatzes von Gebärdenavataren besser eingeschätzt werden. Ebenso möchten wir die Frage beantworten,
ob wir mit dem Projekt "Avatarforschung" einen wesentlichen Fortschritt in der Nutzung von Gebärdenavataren erreichen können.
Feasibility Study: Sign Language Avatars for The Web
We are currently conducting a feasibility study for
the Bundesministerium für Arbeit und Soziales
(German ministry for labour and social welfare) to
explore the potential of avatars for (semi)automatic
sign language translation. Apart from surveying
existing work we will conduct structured expert
interviews and empirical tests to find out the
practical limits of avatar-based sign language
communication.
INTAKT is a project funded by the German ministry of
research and education to foster cooperation between
small/medium-sized enterprises and research. In INTAKT we
explore the tight coupling of character animation
technology and intelligent authoring tools. We
cooperate with the character animation company Charamel
GmbH and are working on extensions of our Scenemaker
tool. A first milestone application consisted of an
instrumented supermarket (cooperation with the Innovative Retail Laboratory,
St. Wendel) where multiple virtual shop assistants give
advise and talk to the user and the user's personal
(mobile) agent.
Multitouch Puppetry: Creating coordinated 3D
motion for an articulated arm
Controlling a high-dimensional structure like a 3D humanoid skeleton
is a challenging task. Intuitive interfaces that allow non-experts to
perform character animation with standard input devices would open up
many possibilities. Therefore, we propose a novel multitouch interface
for simultaneously controlling the many degrees of freedom of a human
arm. We combine standard multitouch techniques and a morph map into a
bimanual interface, and evaluate this interface in a three-layered
user study with repeated interactions.
ITeach: Evaluating virtual
character benefits on a learning task with
repeated interactions
Embodied agents have the potential to become a highly natural
human-computer interaction device. However, it remains an open
question whether adding an agent to an application has a measurable
impact, positive or negative, in terms of motivation and learning
performance. Prior studies are very diverse with respect to design,
statistical power and outcome; and repeated interactions are rarely
considered. We present a controlled user study of a vocabulary trainer
application that evaluates the effect on motivation and learning
performance. Subjects interacted either with a no-agent and with-agent
version in a between-subjects design in repeated sessions. As opposed
to prior work (e.g. Persona Effect), we found neither positive nor
negative effects on motivation and learning performance, i.e. a
Persona Zero-Effect.
Realizing Multimodal Behavior: Closing the gap between behavior planning and embodied agent presentation
Generating coordinated multimodal behavior for an
embodied agent (speech, gesture, facial expression...) requires a high
degree of animation control, in particular when reactive behaviors are
required. We suggest to distinguish realization planning,
where gesture and speech are processed symbolically using the behavior
markup language (BML), and presentation which is controlled by
a lower level animation language (EMBRScript). Reactive behaviors can
bypass planning and directly control presentation.
EMBR: A Realtime Animation Engine for Interactive Embodied
Agents
Embodied agents are a powerful paradigm for current
and future multimodal interfaces, yet require high
effort and expertise for their creation, assembly and
animation control. Therefore, open animation engines
and high-level control languages are required to make
embodied agents accessible to researchers and
developers. We present EMBR, a new
realtime character animation engine that offers a
high degree of animation control via the EMBRScript
language.
Annotation of Human Gesture using 3D Skeleton Controls
The manual transcription of human gesture behavior
from video for linguistic analysis is a work-intensive process that
results in a rather coarse description of the original motion. We
present a novel approach for transcribing gestural movements: by
overlaying an articulated 3D skeleton onto the video frame(s) the
human coder can replicate original motions on a pose-by-pose basis by
manipulating the skeleton. Our tool is integrated in the ANVIL tool
so that both symbolic interval data and 3D pose data can be entered in
a single tool.
INTAKT is a project funded by the German ministry of
research and education to foster cooperation between
small/medium-sized enterprises and research. In INTAKT we
explore the tight coupling of character animation
technology and intelligent authoring tools. We
cooperate with the character animation company Charamel
GmbH and are working on extensions of our Scenemaker
tool. A first milestone application consisted of an
instrumented supermarket (cooperation with the Innovative Retail Laboratory,
St. Wendel) where multiple virtual shop assistants give
advise and talk to the user and the user's personal
(mobile) agent.
THEACO: Gesture and Emotion: Can basic gestural form features discriminate emotions?
The question how exactly gesture and emotion are interrelated
is still sparsely covered in research, yet highly relevant
for building affective artificial agents. In our study, we
investigate how basic gestural form features (handedness,
hand shape, palm orientation and motion direction) are related
to components of emotion. Our results indicate that
there may be a universal association of gesture handedness
with the emotional dimensions of pleasure and arousal.
IVAN: A plan-based approach for affective
sports commentary in real-time
The IVAN system (Intelligent Interactive Virtual
Agent Narrators) generates affective commentary on a tennis game that
is given as an annotated video in real-time. The system employs two
distinguishable virtual agents that have different roles (TV
commentator, expert), personality profiles, and positive, neutral, or
negative attitudes to the players. The system uses an HTN planner to
generate dialogues which enables to plan large dialogue contributions
and generate alternative plans.
IGaze - Studying reactive gaze behavior in
semi-immersive human-avatar interactions
IGaze is a semi-immersive human-avatar interaction
system. Using head tracking and an illusionistic 3D
effect we let users interact with a talking avatar in
an application interview scenario. The avatar
features reactive gaze behavior that adapts to the
user position according to exchangeable gaze
strategies. In user studies we showed that two gaze
strategies successfully convey the intended
impression of dominance/submission and that the 3D
effect was positively received. We argue that IGaze
is a suitable setup for exploring reactive nonverbal
behavior synthesis in human-avatar interactions.
Toward Natural Gesture Synthesis: Gesture Modeling and
Animation Based on a Probabilistic Recreation of Speaker Style
In this cooperation between DFKI and MPI Informatik
we achieved to generate and animate style-consistent
manual gestures. The gesture style was modelled from
TV material of human speakers using hand-coded
annotations, semantic tags and Markov models. The
runtime system can automatically generate coverbal
gestures for a new input text, according to the style
of the modelled human speaker.
We present two virtual characters in an interactive
poker game using RFID-tagged poker cards for the interaction. To
support the game creation process, we have combined models, methods,
and technology that are currently investigated in the ECA research field
in a unique way. A powerful and easy-to-use multimodal dialog authoring
tool is used for the modeling of game content and interaction. The
poker characters rely on a sophisticated model of affect and a state-of-the
art speech synthesizer.
ERIC - A Generic Rule-based Framework for an Affective
Embodied Commentary Agent
ERIC is an affective embodied agent for realtime commentary
in many domains. The underlying architecture is rule-based,
generic, and lightweight - based on Java/Jess modules. Apart
from reasoning about dynamically changing events, the system can
produce coherent natural language and non-verbal behaviour, based
on a layered model of affect (personality, mood, emotion).
ANVIL is a Java-based tool, free for research and
education. It allows the systematic annotation of
digital video on multiple layers. The user can define
own coding schemes and is provided with an intuitive
and efficient graphical interface.
ANVIL has recently been extended to visualize motion capture data with a 3D skeleton.
We have co-organized the internationl workshop series on "Multimodal Corpora", held in conjunction with the biannual LREC confereces: www.multimodal-corpora.org.
Heloir, A., Neff, M., Kipp, M. (2010) Exploiting Motion Capture for Virtual Human Animation. In: Proceedings of the Workshop "Multimodal Corpora: Advances in Capturing, Coding and Analyzing Multimodality" at LREC-2010, ELDA, Paris.
Kipp, M. (2008) Spatiotemporal Coding in ANVIL. In: Proceedings of the
6th international conference on Language Resources and Evaluation
(LREC-08).
ALMA is a computational model for the real-time
simulation of three basic affect types that human
beings can experience. ALMA supports several methods
to generate affect and it realizes the interference
of different affect types. Based on a kind of
cognitive appraisal different affect types are
simulated in a hierarchical generation process.
Behavior from human beings, especially interpersonal
communication behavior, is essentially influenced by
affect. Simulated affect can be exploited for virtual
characters used in human computer interfaces in order
to make them more believable.
Selected publications:
Gebhard, P. (2005) ALMA - A Layered
Model of Affect. In: Proceedings of the
Fourth International Joint Conference on Autonomous Agents and
Multiagent Systems (AAMAS'05), 29-36, Utrecht.
Scenemaker - A state-based authoring tool for interactive embodied agents applications
SceneMaker is a tool for authoring scenes for adaptive, interactive
performances. These performances are based on automatically generated
and prescripted scenes which can be authored with the SceneMaker in a
two-step approach: In step one, the scene flow is defined using
cascaded finite state machines. In a second step, the content of each
scene must be provided. This can be done either manually by using a
simple scripting language, or by integrating scenes which are
automatically generated at runtime based on a domain and dialogue
model. Both scene types can be interweaved in our plan-based,
distributed platform. The system provides a context memory with access
functions that can be used by the author to make scenes
user-adaptive. The SceneMaker toolkit should enable the
non-expert to compose adaptive, interactive performances in a rapid
prototyping approach.
Selected publications:
Patrick Gebhard, Michael Kipp, Martin Klesen and Thomas
Rist (2003) Authoring Scenes for Adaptive, Interactive Performances.
In: Proceedings of the Second International Joint Conference on
Autonomous Agents and Multiagent Systems (AAMAS-03), ACM Press,
New York, pp. 725-732.
Ligabot is an embodied agent who answers questions
about soccer using natural language input and
output. Located at the Deutsches Museum, Munich, it
exemplifies language technology research conducted by
Prof. Wahlster who won the Zukunftspreis (Future
Award) of the German President in 2001.
At Volkwagen's Autostadt in Wolfsburg, two virtual
characters, Jara and Taron, invite visitors to build
model cars with real car pieces. Using camera and
RFID technology for input, the two characters
seamlessly interact with the real world. They are
controlled using statecharts, modelled in our
Scenemaker tool. The project was also presented at
CeBIT-07.